Enable scripts to activate/deactivate spawn areas & mapobjects

Renames "isActive" on spawnareas to "isSpawning" - so that a spawn area can be non-spawning but still have monsters left in it.
Adds new scripteffect types:
* "spawnAll" = sets  spawn area to spawning and spawns all monsters
* "removeSpawnArea" = sets a spawn area to non-spawning and removes all mobs
* "deactivateSpawnArea" = sets a spawn area to non-spawning
* "activateMapChangeArea" = sets a mapchange area to non-active
* "deactivateMapChangeArea" = sets a mapchange area to non-active (so that it does not teleport the player)
Adds new property "active" to spawn- and mapchange areas in tmx files, that determines whether the areas are active when starting a new game.
Merge branch 'activate-spawnareas'
Add requirement type: "hasActorCondition"

* Enables scripts and conversations to choose options based on whether the player has a certain actor condition or not.
Rename TMX property "outside" to "outdoors".

* Outdoors is a better name for this, because that's what we actually mean by it. Outside is ambiguous in this context. Outside is what it's called in Swedish :)
Remove Fallhaven prisoner when reaching quest farrik:70
Bugfix: Do not assume that all saved maps are visited

* Maps that have deactivated spawn areas should be saved, but does not neccessarily have to be visited.
Bugfix: do not hardcode map names when upgrading savegame
Refactor: remove unused resources
Refactor: Don't use hardcoded text for placeholders
Refactor: Use enum instead of int for result of loading a savegame
Refactor: Reduce warnings / reduce scope
Merge branch 'reduce-warnings'
Updated translations (thanks Marwane K. & Andrej Znidarsic)